First, shields and helmets. I've been hearing a lot of people saying that they wish they could change their helmet plume colors and shield colors. So I've removed the color effects from all non-magical shields and non-magical droppable helmets.
I've also removed the color effects from non-magical, droppable Leather Armor (Leat01), Chain Mail (Chan01), and Plate Mail (Plat01). However, this caused some serious issues with the non-recruitable NPCs in the game (candlekeep guards, for instance, have their armor color set to "magenta"), so I've also altered a number of those creature files to use appropriately metallic colors. I *haven't* altered the colors of certain groups--the Black Talon Elites and Iron Throne guards, for instance, because their colors make it look like they're wearing bronze, which is kind of interesting in the context of the story. The Flaming Fist also remains unchanged.
Note that the recruitable NPCs remain as they were. This will cause some bizarre colorings with Jaheira, Coran, Kivan, and some others as well, but altering those creatures is slightly more involved and not something I'm up to at the moment.
As before, just extract the files into your override directory and enjoy.
@Aosaw - I know this is a mod, but I'd love to see the finished product implemented in the game itself at some point. What do you think are the chances?
One more change for the mage robes. This one's not cosmetic, so use at your own risk.
The minor mage robes (adventurer, traveler, and knave) are so weak as to make it questionable whether they truly need to be magical. With that in mind--
I've reduced the base price of these robes from 300gp to 50gp. I have also reduced the lore value from 35 to 0 and removed the "Magical" flag.
The result is a robe that can be purchased with minimal effort by a level 1 mage without requiring the use of the Identify spell.
And to that end, I have also added these robes to the shop inventory of several key stores, including the Candlekeep Inn, Ulgoth's Beard, the Friendly Arm Inn, and High Hedge.
This zip file only includes the modified mage robes and the modified .sto files. Extract them as normal; if you've already installed the Mage Robes from before, be sure to replace those with the ones in this file.
(Note that with a neutral character and 18 charisma, the robes still cost roughly 60 gold, meaning that you'll still have to work a bit around Candlekeep to be able to afford them.)
The colors chosen for the NPCs make use of their colors so that, at all armor levels (assuming the armor worn doesn't have its own color effects), those colors match the NPC's portrait.
So for example, here is Neera wearing no robe:
Notice how her sleeves and blouse are white, while her dress is red.
Here is Neera again, wearing a Traveler's Robe (which is what she starts with):
Still the white collar, and the red robes, but with a style that suggests something a bit more than "unarmored".
And here is the Adventurer's Robe:
Again, the color scheme remains the same, unique to Neera, but with the animation for the appropriate robe.
For good measure, here's the Knave's Robe:
As you can see, the patch makes it so that the NPC's colors--all of them, not just the Major and Minor colors--match the NPC's portrait and color scheme, so that equipping any armor level with no color effect yields a result that is unique to the character and that also matches the character's existing color scheme.
Put the new Minsc in my modified Plat01, for example, and you'll see more of what I'm talking about. The latest patch makes the NPCs more unique, not less.
I am definitely going to use that helmets and shields cosmetic change.
Can I have minor request? Could you make the Drizzt Armor have the same exact colors and look as the Shadow Armor? It would look neat on my fighter/thief :O (I've made him look like pure thief in EEKeeper)
One more change for the mage robes. This one's not cosmetic, so use at your own risk.
The minor mage robes (adventurer, traveler, and knave) are so weak as to make it questionable whether they truly need to be magical. With that in mind--
I've reduced the base price of these robes from 300gp to 50gp. I have also reduced the lore value from 35 to 0 and removed the "Magical" flag.
The result is a robe that can be purchased with minimal effort by a level 1 mage without requiring the use of the Identify spell.
And to that end, I have also added these robes to the shop inventory of several key stores, including the Candlekeep Inn, Ulgoth's Beard, the Friendly Arm Inn, and High Hedge.
This zip file only includes the modified mage robes and the modified .sto files. Extract them as normal; if you've already installed the Mage Robes from before, be sure to replace those with the ones in this file.
(Note that with a neutral character and 18 charisma, the robes still cost roughly 60 gold, meaning that you'll still have to work a bit around Candlekeep to be able to afford them.)
Not meaning to denigrate your work at all here, but could you still continue to make these changes available seperately from the cosmetic-only changes, I prefer to use cosmetic-only mods currently? Thanks.
@Kirkor There you go. The exact same colors as Shadow Armor. I had to switch the Leather and Armor color effects, since it's still set to Armor level 3 (chain mail). Looks pretty good on Minsc.
One more change for the mage robes. This one's not cosmetic, so use at your own risk.
The minor mage robes (adventurer, traveler, and knave) are so weak as to make it questionable whether they truly need to be magical. With that in mind--
I've reduced the base price of these robes from 300gp to 50gp. I have also reduced the lore value from 35 to 0 and removed the "Magical" flag.
The result is a robe that can be purchased with minimal effort by a level 1 mage without requiring the use of the Identify spell.
And to that end, I have also added these robes to the shop inventory of several key stores, including the Candlekeep Inn, Ulgoth's Beard, the Friendly Arm Inn, and High Hedge.
This zip file only includes the modified mage robes and the modified .sto files. Extract them as normal; if you've already installed the Mage Robes from before, be sure to replace those with the ones in this file.
(Note that with a neutral character and 18 charisma, the robes still cost roughly 60 gold, meaning that you'll still have to work a bit around Candlekeep to be able to afford them.)
Not meaning to denigrate your work at all here, but could you still continue to make these changes available seperately from the cosmetic-only changes, I prefer to use cosmetic-only mods currently? Thanks.
Yep; this thread will continue to focus on cosmetic changes. That one was just a small deviation; a "proof of concept", if you will, for something else I'm working on.
One more change for the mage robes. This one's not cosmetic, so use at your own risk.
The minor mage robes (adventurer, traveler, and knave) are so weak as to make it questionable whether they truly need to be magical. With that in mind--
I've reduced the base price of these robes from 300gp to 50gp. I have also reduced the lore value from 35 to 0 and removed the "Magical" flag.
The result is a robe that can be purchased with minimal effort by a level 1 mage without requiring the use of the Identify spell.
And to that end, I have also added these robes to the shop inventory of several key stores, including the Candlekeep Inn, Ulgoth's Beard, the Friendly Arm Inn, and High Hedge.
This zip file only includes the modified mage robes and the modified .sto files. Extract them as normal; if you've already installed the Mage Robes from before, be sure to replace those with the ones in this file.
(Note that with a neutral character and 18 charisma, the robes still cost roughly 60 gold, meaning that you'll still have to work a bit around Candlekeep to be able to afford them.)
Not meaning to denigrate your work at all here, but could you still continue to make these changes available seperately from the cosmetic-only changes, I prefer to use cosmetic-only mods currently? Thanks.
Yep; this thread will continue to focus on cosmetic changes. That one was just a small deviation; a "proof of concept", if you will, for something else I'm working on.
Thanks @Aosaw - I really appreciate the work that you're doing here
BTW @Aosaw - when I wear the robes of evil archmagi on my elf, they are coloured red and black, yet my colour scheme is blue and pink - is this intentional? All the other robes match my charcter's colours, I don't necessarily have a problem with this, was just wondering - I'm guessing these are colour-coded for the different alignments?
BTW @Aosaw - when I wear the robes of evil archmagi on my elf, they are coloured red and black, yet my colour scheme is blue and pink - is this intentional? All the other robes match my charcter's colours, I don't necessarily have a problem with this, was just wondering - I'm guessing these are colour-coded for the different alignments?
Yes, that's intentional. I wanted the archmage robes to feel "different", to set them apart from the minor robe that uses the same animation.
@Kirkor There you go. The exact same colors as Shadow Armor. I had to switch the Leather and Armor color effects, since it's still set to Armor level 3 (chain mail). Looks pretty good on Minsc.
Also for some reasons Safana (who has purple as both major and minor colours) has a lurid green-edged buckler with this mod, which is odd
A bit more information--
The reason she's got the lurid-green is the same reason Minsc looks blue in plate mail. The armor colors for some of the NPCs were previously using invalid entries, which resulted in some odd colors. Because armor overrides your armor colors, though, these entries were never seen. This modpack removes those color overrides for the basic armors, which allowed me to see all of the weirdness going on (which was the impetus for the NPC color changes, as it happens).
This all looks great except for the Robe of the Neutral Archmagi, which has possibly the blandest color scheme I've ever seen. Pastel green and lavender grey? That's just terrible.
Comments
First, shields and helmets. I've been hearing a lot of people saying that they wish they could change their helmet plume colors and shield colors. So I've removed the color effects from all non-magical shields and non-magical droppable helmets.
I've also removed the color effects from non-magical, droppable Leather Armor (Leat01), Chain Mail (Chan01), and Plate Mail (Plat01). However, this caused some serious issues with the non-recruitable NPCs in the game (candlekeep guards, for instance, have their armor color set to "magenta"), so I've also altered a number of those creature files to use appropriately metallic colors. I *haven't* altered the colors of certain groups--the Black Talon Elites and Iron Throne guards, for instance, because their colors make it look like they're wearing bronze, which is kind of interesting in the context of the story. The Flaming Fist also remains unchanged.
Note that the recruitable NPCs remain as they were. This will cause some bizarre colorings with Jaheira, Coran, Kivan, and some others as well, but altering those creatures is slightly more involved and not something I'm up to at the moment.
As before, just extract the files into your override directory and enjoy.
The minor mage robes (adventurer, traveler, and knave) are so weak as to make it questionable whether they truly need to be magical. With that in mind--
I've reduced the base price of these robes from 300gp to 50gp. I have also reduced the lore value from 35 to 0 and removed the "Magical" flag.
The result is a robe that can be purchased with minimal effort by a level 1 mage without requiring the use of the Identify spell.
And to that end, I have also added these robes to the shop inventory of several key stores, including the Candlekeep Inn, Ulgoth's Beard, the Friendly Arm Inn, and High Hedge.
This zip file only includes the modified mage robes and the modified .sto files. Extract them as normal; if you've already installed the Mage Robes from before, be sure to replace those with the ones in this file.
(Note that with a neutral character and 18 charisma, the robes still cost roughly 60 gold, meaning that you'll still have to work a bit around Candlekeep to be able to afford them.)
Check out Edwin wearing a Knave's Robe, standing next to Xzar wearing the same robe:
They do.
The colors chosen for the NPCs make use of their colors so that, at all armor levels (assuming the armor worn doesn't have its own color effects), those colors match the NPC's portrait.
So for example, here is Neera wearing no robe:
Notice how her sleeves and blouse are white, while her dress is red.
Here is Neera again, wearing a Traveler's Robe (which is what she starts with):
Still the white collar, and the red robes, but with a style that suggests something a bit more than "unarmored".
And here is the Adventurer's Robe:
Again, the color scheme remains the same, unique to Neera, but with the animation for the appropriate robe.
For good measure, here's the Knave's Robe:
As you can see, the patch makes it so that the NPC's colors--all of them, not just the Major and Minor colors--match the NPC's portrait and color scheme, so that equipping any armor level with no color effect yields a result that is unique to the character and that also matches the character's existing color scheme.
Put the new Minsc in my modified Plat01, for example, and you'll see more of what I'm talking about. The latest patch makes the NPCs more unique, not less.
Can I have minor request? Could you make the Drizzt Armor have the same exact colors and look as the Shadow Armor?
It would look neat on my fighter/thief :O
(I've made him look like pure thief in EEKeeper)
There you go. The exact same colors as Shadow Armor. I had to switch the Leather and Armor color effects, since it's still set to Armor level 3 (chain mail). Looks pretty good on Minsc.
Have you applied the latest patch? Those aren't her colors anymore.
It's not exact, but it's closer than purple.
Actually, a closer fit would be the bottom-most browns on the right side. The left one for major, the right one for minor.
It's meant to match her tank top in her portrait, which is brown.
The reason she's got the lurid-green is the same reason Minsc looks blue in plate mail. The armor colors for some of the NPCs were previously using invalid entries, which resulted in some odd colors. Because armor overrides your armor colors, though, these entries were never seen. This modpack removes those color overrides for the basic armors, which allowed me to see all of the weirdness going on (which was the impetus for the NPC color changes, as it happens).
Might I suggest blue and silver instead?
That does look a bit better. Here's a first revision.